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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - VolturnianMobster

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1
Thank you a lot for this fantastic mod, Sundog. I really appreciate your quick responses and bugfixes in this thread too :)

2
Thank you so much for this mod, it really increases my fun playing by so much!

Is there a more or less easy way to transfer a star system for my saved game to the custom star system json format?

3
I set    "rumoredTraitsShown":8 but it still only hows two traits when I hover the trait ingame. Am I doing something wrong?

4
Modding / Re: [0.9.1a] Advanced Hullmods
« on: May 08, 2022, 10:13:05 AM »
Hey guys I have this mod which simply doesnt show up in game even after I use allhullmods console command (its activated and everything)...anybody know what the issue could be? I tried with the latest updated version some other guy provided in the comments and also the old original version but it just doesnt show up in game! Can anyone please help with this, i really love the concept of this mod!
Check your enabled mods again, it might not be activated because the version of the game in the mod is 0.9.1a. Don't know the current cut off point for game version in mods. But you can just update the mod_info.json and change the gameversion to the latest one.
lol "some other guy" just bumped the game version in the mod up :) Please try again. As for the console command I don't know. You can primarily find these hullmods as loot in abandoned stations.

5
Modding / Re: [0.9.1a] Advanced Hullmods
« on: November 18, 2021, 03:57:36 AM »
ShadowDragon8685 has agreed to let me update this mod, so here we go:
https://gitlab.com/t_fan/advanced_hullmods/-/archive/main/advanced_hullmods-main.zip?path=SD_Advanced_Hullmods
Game Version Updated
Correctly states required mods
Version Checker Integration
Militarized Subsystems updated to current game version

It's my first time fiddling with mods, so please let me know if anything is off. Feel free to add your own Merge Requests on Gitlab.

6
Mods / Re: [0.95a] Terraforming and Station Construction (v6.0.0)
« on: April 15, 2021, 02:39:39 AM »
Does this mod compatible with DIY planet mod from kentington? I just want to make an absolute colony
Boggled said it might be, if you turn off all terraforming features and limit yourself to buildings/stations.

7
Mods / Re: [0.95a] Tahlan Shipworks 0.5a
« on: April 14, 2021, 12:45:02 PM »
Not sure if it's a Nexerelin or Tahlan issue, but the GH start in Nexerelin has 0 relations with all factions, instead of the 50 with independents and neutral with all except pirates/legio.

8
Mods / Re: [0.95a] Terraforming and Station Construction (v6.0.0)
« on: April 14, 2021, 12:13:01 PM »
Do you think the gate construction patch will be save-compatible?

Thank you for this mod, I've been using it on countless playthroughs and it has been a lot of fun. I will miss arcology worlds!

9
Will this mod be updated for the new version? I love playing with it and it's sorely missed in my current playthrough!

10
Modding / Re: [0.9.1a] Advanced Hullmods
« on: March 31, 2021, 02:34:23 PM »
Will you update this for the new release?

Edit: Seems to be working fine so far, I just updated the version.

11
I have in my fleet (all militarized, if applicable):
Hammerhead  (1 D-Mod) 8 (-2) CR
Drover (1 D-Mod) 12 (-3) CR
Shepherd 3 CR
Shepherd (2 D-Mods) 2 (-1) CR
Colossus 6 CR
Dram 2 CR

sum CR = 33 (-6)

Weapon Drills skill however claims my recovery cost is 39 (The undiscounted value).

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